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@ -1,6 +1,6 @@ |
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use ggez::input::mouse::{self, MouseButton}; |
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use ggez::event::{self, EventHandler}; |
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use ggez::graphics::{self, Color, DrawMode, Mesh, MeshBuilder}; |
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use ggez::input::mouse::{self, MouseButton}; |
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use ggez::{Context, ContextBuilder, GameResult}; |
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use std::env; |
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@ -16,16 +16,35 @@ struct Apr { |
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board: Vec<Vec<u8>>, |
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grid: Mesh, |
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should_update_grid: bool, |
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// Your state here...
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__test_state: usize, |
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//These would go in a dedicated Actor struct in the real game.
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__test_pawn_image: graphics::Image, |
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__test_pawn_x: f32, |
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__test_pawn_y: f32, |
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__test_pawn_held: bool, |
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__test_pawn_h_x: f32, |
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__test_pawn_h_y: f32, |
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actors: Vec<Actor>, |
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behaviours: Vec<Behaviour>, |
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} |
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struct Behaviour { |
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moves: Vec<(u8, u8)>, //this is a placeholder
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} |
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enum ActorPosn { |
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Board { |
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x: u8, |
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y: u8, |
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}, |
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Floating { |
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x: f32, |
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y: f32, |
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held_x: f32, |
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held_y: f32, |
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}, |
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} |
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use crate::ActorPosn::{Board, Floating}; |
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struct Actor { |
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image: graphics::Image, |
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posn: ActorPosn, |
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behaviour: u8, //index into the behaviours array
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} |
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struct Piece { |
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@ -53,7 +72,7 @@ fn make_grid(ctx: &mut Context, r: i32, c: i32, board: &[Vec<u8>]) -> GameResult |
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w: BOARD_SQUARE_SIZE, |
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h: BOARD_SQUARE_SIZE, |
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}, |
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match board[row as usize][col as usize] { |
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match board[row as usize][col as usize] { |
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0 => Color::WHITE, |
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1 => Color::BLACK, |
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2 => Color::RED, |
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@ -63,7 +82,7 @@ fn make_grid(ctx: &mut Context, r: i32, c: i32, board: &[Vec<u8>]) -> GameResult |
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6 => Color::BLUE, |
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7 => Color::MAGENTA, |
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_ => Color::BLACK, |
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} |
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}, |
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)?; |
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} |
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} |
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@ -72,7 +91,7 @@ fn make_grid(ctx: &mut Context, r: i32, c: i32, board: &[Vec<u8>]) -> GameResult |
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} |
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fn make_board(r: i32, c: i32) -> Vec<Vec<u8>> { |
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let mut init : Vec<Vec<u8>> = vec![vec![0u8; r as usize]; c as usize]; |
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let mut init: Vec<Vec<u8>> = vec![vec![0u8; r as usize]; c as usize]; |
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for (row, rowa) in init.iter_mut().enumerate() { |
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for (col, item) in rowa.iter_mut().enumerate() { |
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*item = (row + col) as u8 % 8; |
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@ -81,6 +100,27 @@ fn make_board(r: i32, c: i32) -> Vec<Vec<u8>> { |
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init |
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} |
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fn closest_square_coords(x: f32, y: f32, col: i32, row: i32) -> (u8, u8) { |
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//First, normalise to within the grid.
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let mut x = x; |
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x = x.max(START_X); |
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x = x.min(START_X + (BOARD_SQUARE_SIZE * col as f32) - 1.0); |
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let mut y = y; |
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y = y.max(START_Y); |
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y = y.min(START_Y + (BOARD_SQUARE_SIZE * row as f32) - 1.0); |
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//Then, remove the start x and y
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x -= START_X; |
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y -= START_Y; |
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//Then, snap to board coords.
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let x = (x / BOARD_SQUARE_SIZE) as u8; |
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let y = (y / BOARD_SQUARE_SIZE) as u8; |
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(x, y) |
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} |
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impl Apr { |
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pub fn new(_ctx: &mut Context, r: i32, c: i32) -> GameResult<Apr> { |
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// Load/create resources such as images here.
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@ -91,14 +131,15 @@ impl Apr { |
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grid: make_grid(_ctx, r, c, board.as_slice())?, |
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board, |
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should_update_grid: false, |
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__test_state: 0, |
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__test_pawn_image: graphics::Image::new(_ctx, "/pawn.png")?, |
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__test_pawn_x: 20.0, |
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__test_pawn_y: 20.0, |
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__test_pawn_held: false, |
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__test_pawn_h_x: 0.0, |
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__test_pawn_h_y: 0.0 |
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actors: vec![Actor { |
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image: graphics::Image::new(_ctx, "/pawn.png")?, |
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posn: Board { x: 0, y: 0 }, |
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behaviour: 0, |
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}], |
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behaviours: vec![Behaviour { |
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moves: vec![(0, 1)], |
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}], //the pawn can go ONE forwards
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}) |
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} |
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@ -107,58 +148,49 @@ impl Apr { |
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self.should_update_grid = true; |
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Ok(()) |
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} |
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fn closest_square_coords(&self, x: f32, y: f32) -> (f32, f32) { |
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//First, normalise to within the grid.
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let mut x = x; |
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x = x.max(START_X); |
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x = x.min(START_X + (BOARD_SQUARE_SIZE * self.col as f32) - 1.0); |
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let mut y = y; |
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y = y.max(START_Y); |
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y = y.min(START_Y + (BOARD_SQUARE_SIZE * self.row as f32) - 1.0); |
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//Then, snap to top left.
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x = (x / BOARD_SQUARE_SIZE).trunc() * BOARD_SQUARE_SIZE; |
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y = (y / BOARD_SQUARE_SIZE).trunc() * BOARD_SQUARE_SIZE; |
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(x, y) |
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} |
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} |
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impl EventHandler for Apr { |
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fn update(&mut self, ctx: &mut Context) -> GameResult<()> { |
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for _x in 0..self.col { |
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let c = self.__test_state % self.col as usize; |
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let r = (self.__test_state / self.row as usize) % self.row as usize; |
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self.set_colour(r, c, (self.board[r][c] + 1) % 8)?; |
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self.__test_state += 1; |
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} |
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let posn = mouse::position(ctx); |
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if self.__test_pawn_held { |
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if !mouse::button_pressed(ctx, MouseButton::Left) { // no long clicking and dragging
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let (x, y) = self.closest_square_coords(posn.x, posn.y); |
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self.__test_pawn_x = x; |
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self.__test_pawn_y = y; |
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self.__test_pawn_held = false; |
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} else { |
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self.__test_pawn_x = posn.x + self.__test_pawn_h_x; |
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self.__test_pawn_y = posn.y + self.__test_pawn_h_y; |
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} |
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} else if mouse::button_pressed(ctx, MouseButton::Left) { |
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let posx = posn.x; |
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let posy = posn.y; |
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if posx >= self.__test_pawn_x && posx <= self.__test_pawn_x + BOARD_SQUARE_SIZE && posy >= self.__test_pawn_y && posy <= self.__test_pawn_y + BOARD_SQUARE_SIZE { |
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self.__test_pawn_h_x = self.__test_pawn_x - posx; |
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self.__test_pawn_h_y = self.__test_pawn_y - posy; |
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self.__test_pawn_held = true; |
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for actor in self.actors.iter_mut() { |
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match actor.posn { |
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Floating { |
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x: _, |
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y: _, |
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held_x, |
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held_y, |
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} => { |
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if !mouse::button_pressed(ctx, MouseButton::Left) { |
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// no long clicking and dragging
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let (x, y) = closest_square_coords(posn.x, posn.y, self.col, self.row); |
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actor.posn = Board { x, y }; |
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} else { |
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actor.posn = Floating { |
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x: posn.x + held_x, |
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y: posn.y + held_y, |
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held_x, |
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held_y, |
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}; |
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} |
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} |
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Board { x, y } => { |
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if mouse::button_pressed(ctx, MouseButton::Left) { |
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let (posx, posy) = |
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closest_square_coords(posn.x, posn.y, self.col, self.row); |
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if posx == x && posy == y { |
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let x = START_X + BOARD_SQUARE_SIZE * (x as f32); |
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let y = START_Y + BOARD_SQUARE_SIZE * (y as f32); |
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actor.posn = Floating { |
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x, |
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y, |
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held_x: x - posn.x, |
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held_y: y - posn.y, |
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}; |
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} |
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} |
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} |
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} |
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} else { |
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self.set_colour(((self.__test_pawn_y - START_Y) / BOARD_SQUARE_SIZE) as usize, ((self.__test_pawn_x - START_X) / BOARD_SQUARE_SIZE) as usize, 3)?; |
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} |
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Ok(()) |
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} |
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@ -171,7 +203,24 @@ impl EventHandler for Apr { |
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self.should_update_grid = false; |
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} |
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graphics::draw(ctx, &self.grid, drawparams)?; |
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graphics::draw(ctx, &self.__test_pawn_image, drawparams.dest([self.__test_pawn_x, self.__test_pawn_y]))?; |
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for actor in &self.actors { |
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match actor.posn { |
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Floating { |
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x, |
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y, |
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held_x: _, |
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held_y: _, |
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} => graphics::draw(ctx, &actor.image, drawparams.dest([x, y]))?, |
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Board { x, y } => graphics::draw( |
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ctx, |
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&actor.image, |
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drawparams.dest([ |
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START_X + BOARD_SQUARE_SIZE * (x as f32), |
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START_Y + BOARD_SQUARE_SIZE * (y as f32), |
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]), |
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)?, |
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} |
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} |
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// Draw code here...
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graphics::present(ctx) |
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} |
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@ -188,9 +237,7 @@ fn main() -> GameResult<()> { |
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} |
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// Make a Context.
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let (mut ctx, event_loop) = cb |
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.build() |
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.expect("aieee, could not create ggez context!"); |
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let (mut ctx, event_loop) = cb.build().expect("aieee, could not create ggez context!"); |
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// Create an instance of your event handler.
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// Usually, you should provide it with the Context object to
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